quote:
Original post by vember
but painting heigthmap is akward imo, so I prefer to be able to alter the heightmaps interactively in 3D.
The best decision possible!
"You losers better learn...NOONE CONTROLS OUR GOD DAMN LIFE!!!" - MANOWAR
quote:
Original post by vember
but painting heigthmap is akward imo, so I prefer to be able to alter the heightmaps interactively in 3D.
quote:Original post by Igilima
The base height idea sounds interesting but you might have problems with keeping the edge transitions smooth.
Does it really save you that much memory?
quote:would it not be possible to store it such that each signed byte represents the offset from its neighbor? This restricts you to not having drops of more than 128 meters between vertices, but it should work fine otherwise...just a thought..Maybe but I think not. Or not easily. A vertex in a heightmap has 8 neighbours so which do you use - there''d be many ways to get from (0,0) to (x,y) giving different heights I think.
quote:you could use 9bits to store each height, where the 9th bit tell if the height is minus or plus. That way you could have any height from -255-255 or 0-512But one thing we really want to do is stay close to the macinery which means no native 9bit types. Anything other than 8,16,32 bits is troublesome and memory inefficient. A 9bit type would be padded to 16bits anyway.